“You know what they say, a spear in the hand is… Well, it’s a spear. Figure it out.”

Conscripts don’t choose a life of battle, they have it thrust upon by them by fate or circumstance. Regardless of how they come to the battlefield, all conscripts who leave it alive do so because of the same two reasons: they have a natural gift for battle, and they figured out how to make do with the tools they had.

Starting Wealth: 1d6 x 10 gp (average 35 gp) In addition, each character begins play with an outfit worth 10 gp or less. Alternatively, a Conscript may start with 15 GP, an outfit worth 10 GP or less, a melee weapon, a ranged weapon, and a suit of armor (the Conscript must be proficient with the weapons and armor chosen). (Developer Suggestion)

Starting Age: Self-taught

Role: Conscripts learn all of their combat training on the battlefield, and typically learn to fill whatever role best suits the equipment they have to work with.

Proficiencies: Conscripts are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

Class Abilities

Table: Conscript

Class Level

Base Attack Bonus

Fort Save

Reflex Save

Will Save

Special

Combat Talents

1

+1

+2

+2

+0

Bonus feat, bonus talent, combat specializations, combat training

1

2

+2

+3

+3

+0

Bonus feat

2

3

+3

+3

+3

+1

Bonus talent

3

4

+4

+4

+4

+1

Bonus feat

4

5

+5

+4

+4

+1

Bonus talent

5

6

+6/+1

+5

+5

+2

Bonus feat

6

7

+7/+2

+5

+5

+2

Bonus talent

7

8

+8/+3

+6

+6

+2

Bonus feat

8

9

+9/+4

+6

+6

+3

Bonus talent

9

10

+10/+5

+7

+7

+3

Bonus feat

10

11

+11/+6/+1

+7

+7

+3

Bonus talent

11

12

+12/+7/+2

+8

+8

+4

Bonus feat

12

13

+13/+8/+3

+8

+8

+4

Bonus talent

13

14

+14/+9/+4

+9

+9

+4

Bonus feat

14

15

+15/+10/+5

+9

+9

+5

Bonus talent

15

16

+16/+11/+6/+1

+10

+10

+5

Bonus feat

16

17

+17/+12/+7/+2

+10

+10

+5

Bonus talent

17

18

+18/+13/+8/+3

+11

+11

+6

Bonus feat

18

19

+19/+14/+9/+4

+11

+11

+6

Bonus talent

19

20

+20/+15/+10/+5

+12

+12

+6

Bonus feat

20

Combat Training

A conscript may combine combat spheres and talents to create powerful martial techniques. Conscripts are considered Expert combatants. When they gain their first level in the conscript class, conscripts may choose either Charisma, Intelligence or Wisdom as their practitioner modifier.

Bonus Feat

At 1st, 2nd, and every 2 levels thereafter, a conscript gains a bonus feat. This may be spent on any combat or teamwork feat the conscript qualifies for, including the Extra Combat Talent feat.

Bonus Talent

At 1st level and every 2 levels thereafter, the conscript gains a bonus talent in addition to those gained from his combat training class feature. These talents can be used to buy a new base combat sphere or to purchase any talent the conscript qualifies for from a sphere he possesses.

Combat Specializations

At 1st level, a conscript may choose specializations, gaining additional abilities at the cost of some versatility. Every specialization costs a number of the conscripts bonus feats, as indicated on Table: Conscript Specializations. Each specialization costs either 1, 2, or 3 specialization points. A conscript cannot have more than 5 points worth of specializations.

Table: Conscript Specializations

Specialization Points

Lost Bonus Feats

1

1, 10, 20

2

1, 6, 10, 14, 20

3

1, 2, 6, 10, 14, 18, 20

4

1, 2, 6, 8, 10, 14, 16, 18, 20

5

All bonus feats lost

Armor Training (Ex) (1 point)

Starting at 3rd level, the conscript learns to be more maneuverable while wearing armor. Whenever he is wearing armor, the conscript reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At 6th level and every four levels thereafter (10th, 14th, and 18th), these bonuses increase by +1 each time, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed.

In addition, he can also move at his normal speed while wearing medium armor. At 8th level, he can move at his normal speed while wearing heavy armor.

Banner (Ex) (1 point)

From 2nd level on, the conscript gains a banner that becomes a symbol of inspiration to his allies and companions. As long as the conscript’s banner is clearly visible, all allies within 60 ft. receive a +1 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 6th level, and every four levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the conscript or a creature he is currently using as a mount.

Conscript Weapon Training (Ex) (2 points)

Starting at 6th level, the conscript gain a +1 bonus on weapon attack and damage rolls with all weapons from a single fighter weapon training group of his choice. This bonus increases by +1 at 10th level and every four levels thereafter. This counts as, and does not stack with, the fighter’s weapon training class feature.

Coordinated Combatant (Ex) (2 points)

Starting at 1st level, and again at 8th level, the conscript gains 1 teamwork feat for which he qualifies as a bonus feat. All of the conscript’s allies are treated as if they possessed the same teamwork feats for the purpose of determining whether the conscript receives a bonus from his teamwork feats. His allies do not receive any bonuses from this feat unless they actually possess the feat themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the conscript to receive the listed bonus. After any rest of 8 hours or longer, the conscript may choose to retrain the teamwork feats granted by this ability for any other teamwork feat he qualifies for.

Dual Identity (Ex) (2 points)

From 1st level on, the conscript is trained in techniques to hide his true identity, allowing him to move about disparate social circles without carrying the stigma of his actions or acquaintances. In effect, the conscript has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the conscript usually has two names: his true name, used in polite company, and his secret identity name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the conscript’s true identity is revealed to the world at large.

The conscript can start each day in either of his identities, referred to simply as social or secret. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the conscript’s secret.

Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities.

Despite being a single person, the conscript’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.

A conscript’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a conscript with a lawful neutral social identity could have a secret identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a conscript is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the conscript work only if the conscript is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Evasion (Ex) (1 point)

Starting at 3rd level, the conscript can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the conscript is wearing light armor or no armor. At 10th level, the conscript gains improved evasion; this works like evasion except while the conscript still takes no damage on a successful Reflex saving throw against an attack, he also only takes half damage on a failed save. A helpless conscript does not gain the benefits of evasion or improved evasion.

Fast Movement (Ex) (2 points)

At 3rd level, a conscript’s land speed is faster than the norm for his race by +10 ft. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the conscript’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the conscript’s land speed. At 6th level and every five levels thereafter, the conscript’s land speed increases by an additional +10 feet.

Favored Enemy (Ex) (2 points)

From 2nd level on, a conscript selects a creature type from the ranger’s favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A conscript may make Knowledge skill checks untrained when attempting to identify these creatures.

At 8th level and again at 16th level, the conscript may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the conscript chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated in the ranger’s favored enemy class feature. If a specific creature falls into more than one category of favored enemy, the conscript’s bonuses do not stack; he simply uses whichever bonus is higher.

Favored Terrain (Ex) (1 point)

Starting at 3rd level, a conscript may select a type of terrain from the ranger’s favored terrain list. The conscript gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A conscript traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and again at 16th level, the conscript may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

Finesse Training (Ex) (2 points)

At 1st level, a conscript gains the Finesse Fighting Equipment talent (if he already has or gains Finesse Fighting or an equivalent feat from another source, he may select another combat talent for which he qualifies). In addition, starting at 4th level, he can select any one type of weapon that can be used with Finesse Fighting (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever he makes a successful melee attack with the selected weapon, he adds his Dexterity modifier instead of his Strength modifier to the damage roll. If any effect would prevent the conscript from adding his Strength modifier to the damage roll, he does not add his Dexterity modifier. The conscript can select a second weapon at 12th level and a third at 18th level.

Gear Training (Ex) (1 point)

At 1st level, a conscript gains proficiency with all martial weapons, and with medium armor and shields (except tower shields). At 6th level, the conscript also gains proficiency with heavy armor and tower shields.

Indomitable Will (Ex) (1 point)

A conscript’s base Will save bonus from his conscript levels is equal to 2 + half his conscript level.

Inspiration (Ex) (1 point)

From 2nd level on, a conscript gains the ability to augment skill checks and ability checks through his brilliant inspiration. The conscript gains an inspiration pool equal to 1/2 his class level (minimum 1). A conscript’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 (his inspiration die) to the result of a skill or ability check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. A conscript can use inspiration once only per check or roll.

Inspiration can also be used on attack rolls and saving throws, at the cost of two uses of inspiration each time from the conscript’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

This counts as the investigator’s inspiration class feature, and conscripts with this ability add their investigator and conscript levels together when determining their uses per day and other level related functions of this ability.

Maneuver Training (Ex) (1 point)

At 3rd level, a conscript can select one combat maneuver to receive additional training. He gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

At 8th level and every four levels thereafter, the conscript becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD with that maneuver. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a conscript chooses grapple at 3rd level and sunder at 8th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 12th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)

Martial Flexibility (Ex) (2 points)

Starting at 2nd level, the conscript can take a move action to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. The conscript must meet all the feat’s prerequisites. He may use this ability a number of times per day equal to 3 + 1/2 his conscript level (minimum 4 times per day).

The conscript can use this ability again before the duration expires to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as with Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 8th level, the conscript can use this ability to gain the benefit of two combat feats at the same time. He may select one feat as a swift action or two feats as a move action. He may use one of these feats to meet a prerequisite of the second feat; doing so means that he cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

At 16th level, the conscript can use this ability to gain the benefit of three combat feats at the same time. He may select one feat as a free action, two feats as a swift action, or three feats as a move action. He may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability. This counts as the brawler’s martial flexibility class feature; characters who gain martial flexibility from multiple sources add their class levels from all sources that grant martial flexibility together when determining their total class level and uses per day for this ability.

Mount (Ex) (2 points)

At 1st level, the conscript gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the conscript’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium conscript can select a camel or a horse. A Small conscript can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

A conscript does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A conscript’s mount does not gain the share spells special ability.

A conscript’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a conscript’s mount die, the conscript may find another mount to serve him after 1 week of mourning.

Resolve (Ex) (1 point)

Starting at 1st level, the conscript gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two conscript levels beyond 1st. Whenever the conscript defeats a target, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating a target usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the conscript can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the conscript is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns. The duration of effects suppressed by this ability continues during the hour in which it is suppressed.

Resolute: Whenever the conscript is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the conscript is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source, unless he spends an additional use of resolve as an immediate action. A conscript reduced to a sufficient number of negative hit points to kill him still dies as normal.

Sneak Attack (2 points)

Starting at 3rd level if the conscript can catch a creature when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The conscript’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the conscript flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every three levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a conscript can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The conscript must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A conscript cannot sneak attack while striking a creature with total concealment.

Sphere Specializations (3 points)

The conscript specializes in a combat sphere of his choice. When specializing in a sphere, the conscript gains that sphere as a bonus sphere at 1st level (or a combat talent belonging to that sphere if he already possesses that base sphere) and may treat his base attack bonus as being equal to his conscript level +1 when determining the benefits and effects of that sphere1; if a sphere would grant effects based on the user’s Hit Dice instead of their base attack bonus, the conscript may treat his total Hit Dice as being equal to his conscript level +1 for the purposes of determining what benefits he receives. In addition, he gains a series of abilities associated with that sphere as detailed at the end of the class.

1: This refers to your Base Attack Bonus from Conscript Levels. If you multiclass, this means you count your BAB from multiclassing normally and still get the +1 from Sphere Specialization for that sphere.

Special: The conscript may buy an additional sphere specialization by trading away the bonus talents granted at 1st, 5th, 9th, 13th, and 17th level. Sphere specializations bought in this manner are slightly delayed however; the conscript gains the bonus talent and effective base attack bonus or HD increase at 2nd level, the ability normally gained at 3rd level at 4th level, and the ability normally gained at 8th level at 9th level.

Squadron Commander (Ex) (2 points)

Starting at 1st level, and again at 10th and 18th level, the conscript gains 1 squadron feat for which he qualifies as a bonus feat. For the purpose of squadron feat abilities and effects, the conscript has a minimum War caster level equal to 1/2 his class level (minimum 1), using his practitioner modifier as his casting ability modifier. In place of spending a spell point when using squadron feat abilities and effects, he may expend his martial focus. After any rest of 8 hours or longer, the conscript may choose to retrain the squadron feats granted by this ability for any other squadron feat he qualifies for.

Studied Target (Ex) (2 points)

From 1st level on, a conscript can study a creature he can see as a move action. The conscript then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that creature, and a +1 bonus on weapon attack and damage rolls against it. The DCs of conscript class abilities and combat sphere effects against that creature increase by 1. A conscript can only maintain these bonuses against one creature at a time; these bonuses remain in effect until either the creature is dead or the conscript studies a new target.

At 8th level and again at 16th level, the bonuses on weapon attack rolls, damage rolls, and skill checks and to conscript DCs against a studied target increase by 1. In addition, at each such interval, the conscript is able to maintain these bonuses against an additional studied target at the same time. The conscript may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 10th level, a conscript can study a creature as a move or swift action. If the conscript possesses the sneak attack combat specialization, whenever a conscript deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

List of Sphere Specializations

You can click on a sphere specialization's header to jump directly to that sphere.

Chemical Specialization (Ex): Starting at 3rd level, whenever the conscript throws an alchemical splash weapon and misses, he may select the square in which the splash weapon lands rather than rolling. Whenever an alchemical item created by the conscript would heal a creature’s hit points, any healing in excess of the creature’s maximum hit points is applied as temporary hit points that last for 1 hour per conscript class level.

In addition, the conscript learns how to create an antivenom for any poison he can obtain a sample of. He can prepare such an antivenom in 1 minute; if the conscript has a poison prepared from the alchemy sphere, he can convert it into an antivenom as a full-round action.

Whenever the conscript confirms a critical with a poisoned weapon, the DC of the poison is increased by +1.

Masterful Chemistry (Ex): From 8th level on, the conscript doubles the number of formulae or enhanced poisons he can have prepared at any one time.

Master Alchemist (Ex): At 20th level, the conscript doubles the affected area of any splash or burst items he uses; effects that normally only affect a single target instead affect all targets within 5 ft. of the point of impact, splash damage affects all creatures within 10 ft. instead of 5 ft., etc. In addition, the conscript may apply any poison in his possession to a wielded weapon as a free action, and each dose of poison applied to a weapon lasts for 1 additional attack.

Expert Climber (Ex): Starting at 3rd level, the conscript gains a climb speed of 20 ft. If he has or gains a climb speed from another source, he instead increases his climb speed by 10 ft. (unless that would make his total climb speed less than 20 ft.). Whenever he climbs and uses another movement mode in the same round, treat his speed for both movement modes as being equal to his greatest movement speed.

Uncanny Swimmer (Ex): From 8th level on, the conscript gains a swim speed of 30 ft. If he has or gains a swim speed from another source, increase that swim speed by 10 ft. instead (unless that would make his total swim speed less than 30 ft.). Whenever the conscript swims and uses another movement mode in the same round, treat his speed for both movement modes as being equal to his greatest movement speed.

Athletic Paragon (Ex): Upon reaching 20th level, the conscript has achieved the peak of physical fitness. Increase the total speed of any movement mode he possesses by 10 ft. (this is applied after any modifications or bonuses gained from the expert climber or uncanny swimmer class features). In addition, he gains a competence bonus to Fortitude and Reflex saving throws equal to his practitioner modifier, and he does not suffer any penalties to his physical ability scores (Strength, Dexterity, and Constitution) due to aging. Any penalties that have accrued due to age prior to this point are removed.

Always Ready (Ex): At 3rd level, the conscript gains a +2 bonus to his initiative rolls and the first damage roll he makes during combat. If his hands are open and he is aware of the enemy, he may draw a ranged weapon as part of making his initiative roll.

Startling Barrage (Ex): At 8th level, whenever a conscript successfully attacks an unaware creature with a ranged or thrown weapon, that creature remains flat-footed until the beginning of their next round.

Barrage Beast (Ex): At 20th level, whenever the conscript strikes a target at least twice during a barrage, he deals an additional +4d6 points of precision damage on each attack after the first; this stacks with precision damage from other sources, such as a rogue’s sneak attack.

Broken Creativity (Ex): At 3rd level, a conscript can deal either bludgeoning, piercing, or slashing damage with an improvised weapon, and while drunk a conscript deals additional damage with an improvised weapon equal to 1/3 his base attack bonus (minimum 1).

Lasting Drunkenness (Ex): At 8th level, whenever a conscript expends his drunk status, he is still treated as though he had the drunk status for the purpose of talents which would grant him benefits for having it for 1 minute. In addition, he gains a +2 dodge bonus to his armor class and a +2 circumstance bonus to Reflex saving throws while drunk. At 16th level, these bonuses increase by +2.

Eternal Drunk (Ex): At 20th level, the conscript is always treated as though he had the ‘drunk’ status for the purpose of talents which would grant benefits for having it, and all improvised weapons he wields are always treated as 2 size categories larger than they actually are for the purpose of determining how much damage they deal.

Companion Creature (Ex): At 3rd level, a conscript gains an animal companion (as the druid class feature) using his conscript level as his druid level. The animal companion may gain the Light Armor Proficiency feat in place of the share spells feature. In addition, he can use Handle Animal in place of Knowledge (nature) to identify a creature of the animal type, or Ride if the animal is a suitable mount for him.

Nature’s Friend (Ex): At 8th level, creatures of the animal type have a starting attitude toward the conscript one step better than normal, to a maximum of friendly. Whenever the conscript attempts a Diplomacy, Handle Animal, Ride, or wild empathy check against a creature that is the same type of creature as their mount or animal companion, they receive a competence bonus on the check equal to 1/2 their class level (rounded down, minimum 1).

Beast Master (Ex): At 20th level, a conscript is always treated as though they rolled a natural 20 when making a Handle Animal, Knowledge (nature), or Ride check. In addition the conscript gains one of the following options:

Any creature the conscript is mounted on gains gains fast healing 5 and a competence bonus to AC, combat maneuver defense, and all saving throws equal to half the conscript’s base attack bonus.

The conscript’s mount or animal companion improves any armor proficiency it may have by one step (non-proficient to light, light to medium, medium to heavy), and gains a competence bonus on damage rolls and saving throws equal to 1/2 the conscript’s base attack bonus as long as it has line of sight to the conscript. Whenever the conscript takes damage from an attack while his mount or animal companion is in line of sight, his mount or animal companion may move up to its maximum base speed directly towards the conscript as an immediate action.

Iron Rage (Ex): At 3rd level, whenever a conscript takes a penalty to their AC from the Berserker sphere, they also gain DR 1/- for 1 round. At 5th level and every five levels afterwards, this DR increases by 1.

Steel Rage (Ex): At 8th level, whenever a conscript gains temporary hit points from the Berserker sphere ability, they gain an additional number of temporary hit points equal to 1/2 their conscript level.

Adamantine Rage (Ex): At 20th level, whenever a conscript takes a penalty to their AC from a Berserker sphere ability, they treat all creatures as battered for as long as the penalty lasts.

Mighty Flex (Ex): At 3rd level, whenever a conscript successfully executes a bull rush, drag, reposition, or overrun combat maneuver while he has martial focus, he may attempt a grapple or trip combat maneuver as an attack of opportunity (this attempt does not provoke an attack of opportunity itself). The conscript cannot attempt a grapple check in this manner unless the opponent is within his natural reach (for example, if the conscript triggered this ability by making a bull rush attempt against a target he chose not to move with, he could only use the trip option of this ability).

Never Outmatched (Ex): At 8th level, the conscript ignores the size bonus to a creature’s combat maneuver bonus and CMD when performing or resisting a bull rush, drag, reposition, or overrun combat maneuver.

Giant Physique (Ex): When the conscript reaches 20th level, he gains a +4 bonus to his CMB and CMD when performing or defending against a bull rush, pull, reposition, or overrun combat maneuver. In addition, the conscript doubles his critical threat range when performing a shove or a bull rush, pull, reposition, or overrun combat maneuver that deals damage.

Raw Knuckle (Ex): At 3rd level, whenever a conscript uses his counter punch ability, he deals an additional +2 damage. At 6th level and every six levels afterwards, this additional damage increases by +2.

Lights Out (Ex): At 8th level, whenever a conscript makes a successful attack using his counter punch ability, the creature he damaged with it treats the conscript as though he had concealment for 1 round. At 16th level, he is instead treated as though he had total concealment.

Impossible Preparation (Ex): At 20th level, as long as a conscript has an action readied, he is immune to being moved or teleported (he may choose to allow himself to be moved or teleported if he wishes) and may roll two times whenever he is required to make a Will saving throw, taking the most favorable result.

Perfect Ambidexterity (Ex): From 3rd level on, the conscript reduces all penalties taken for two-weapon fighting or attacking with a main hand and off-hand weapon using the Dual Wielding sphere by 1 (so a conscript wielding at least one light weapon will only take a -1 penalty for dual wielding, and a conscript wielding two one-handed weapons would take a -3 penalty for dual wielding). This reduction applies after any other effects that reduce the conscript’s dual wielding penalties, such as the Balanced Blows talent.

Rending Strikes: At 8th level, a conscript gains Two-Weapon Rend as a bonus feat, even if he would not normally qualify for it. Whenever the conscript rolls maximum damage on his rend damage dice (normally this means rolling a 10 on 1d10), the target of his attack is sickened for a number of rounds equal to his practitioner modifier.

Eviscerate (Ex): At 20th level, a conscript becomes an expert at cutting his foes apart with his perfectly paired weapons; whenever the conscript deals damage with his main-hand weapon, his next attack with his off-hand weapon is automatically a critical threat as long as it successfully hits the target, regardless of the actual roll.

Death By A Thousand Cuts (Ex): Starting at 3rd level, a conscript’s attacks slowly sap away his foe’s strength. Whenever the conscript deals bleed damage to a creature, it must make a Fortitude save (DC = 10 + the total amount of bleed damage the target is currently taking) or become fatigued; creatures who are already fatigued become exhausted, and exhausted creatures who fail their save lose consciousness and fall asleep.

Sleeping creatures are helpless. Slapping or wounding (but not taking bleed damage) awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Creatures immune to bleed are immune to all other effects of this ability.

Blooded Riposte (Ex): From 8th level on, whenever a creature currently taking bleed damage successfully deals damage to a conscript with a melee attack, the conscript may make an attack action to disarm that creature as an immediate action.

Exsanguinating Strikes (Ex): At 20th level, the bleed damage granted by blooded strike increases to 1d6 + 1d6 per 4 points of base attack bonus he possesses. In addition, the conscript’s attacks now ignore immunity to bleed damage; even if the target is not a creature with blood or capable of bleeding, his penetrating blows still sap whatever force animates the target creature.

Well Equipped (Ex): At 3rd level, a conscript gains a +1 competence bonus to attack and damage rolls with any weapon with which he is proficient; at 10th level, this bonus increases by +1.

Guarding Gear (Ex): From 8th level on, the conscript gains a competence bonus to his CMD equal to his practitioner modifier.

Well Studied (Ex): At 20th level, whenever a conscript rolls to confirm a critical hit with a manufactured weapon, he can roll twice and select the better result. While wearing any armor or carrying a shield, the conscript is treated as though they had the heavy fortification armor special ability.

Subtlety (Ex): At 3th level, the conscript treats Bluff as a class skill. If he already has Bluff as a class skill, he may instead treat any one other skill of his choice as a class skill. In addition, the conscript gains a competence bonus on Bluff checks equal to 1/4 his base attack bonus (minimum +1).

Agile Defense (Ex): At 8th level, whenever a conscript successfully damages a creature with an attack that deals precision damage, he gains a +2 dodge bonus to his AC against all attacks from the damaged creature for 1 round.

Shadowed Defense (Ex): At 20th level, whenever the conscript succeeds at a feint attempt against a creature, he also gains concealment against all attacks made by that creature until the start of his next turn.

Armed Intimidator (Ex): At 3rd level, whenever the conscript is wielding a weapon with the performance special feature, or any weapon from the Gladiator Training discipline, he may add its enhancement bonus (if any) to his Intimidate checks.

Celebrity Combatant (Ex): From 8th level on, the conscript treats every battle as a performance combat as long as he is wielding a weapon with the performance special feature or a weapon from the Gladiator Training discipline, treating his allies and other creatures participating in the combat as a small, indifferent crowd for the purposes of determining what benefits he receives. In addition, whenever he begins a performance combat, he starts with a number of victory points equal to half his practitioner modifier (rounded down, minimum 1).

Gladiatorial Weapon Master (Ex): Once the conscript reaches 20th level, whenever he threatens a critical hit with a weapon with the performance special feature or any weapon from the Gladiator Training discipline, he automatically confirms the critical threat. In addition, he is always treated as having the Improved Critical feat for any of these weapons.

Increased Toughness (Ex): At 3rd level, a conscript gains 3 hit points. At every following level, he gains an additional hit point; these hit points stack with those granted by the Toughness feat.

Increase Defense (Ex): At 8th level, the amount of damage which can be redirected to his delayed damage pool increases to 4 x his base attack bonus. If the conscript also has the Greater Delayed Damage talent, these bonuses stack.

Calculated Resistance (Ex): At 20th level, a conscript can choose to not empty their pooled damage from the Guardian sphere for up to 5 rounds, although if the pooled damage reaches its maximum limit at any point, it immediately empties. Any healing the conscript receives also removes an equal amount of damage from their pooled damage.

Cohort Coordination: At 3rd level and every five levels thereafter, a conscript gains a teamwork feat he qualifies for as a bonus feat. The conscript may share these feats with any cohort within close range (25 feet + 5 feet per 2 class levels), even if they would not normally qualify for it.

Directed Motion: At 8th level, the conscript may grant an additional move action to a number of cohorts equal to his practitioner ability modifier (minimum 1) as a move action. This additional move action may only be used to move.

True Leader: At 20th level, the conscript’s cohorts gain a morale bonus to AC and all saving throws equal to the conscripts practitioner ability modifier and fast healing 5.

Empty Hand (Ex): At 3rd level, as long as a conscript has nothing in any of his hands, he gains a +2 shield bonus to his armor class and CMD. At 7th level and every four levels afterwards, this bonus increases by +1.

Empty Fist (Ex): At 8th level, as long as a conscript has nothing in any of his hands, his unarmed strikes are treated as 1 size larger to a maximum size of Large. If they would normally be treated as Large, he instead gains a +1 circumstance bonus to damage for every 4 base attack bonus he possesses.

Empty Soul (Ex): At 20th level, as long as a conscript has nothing in any of his hands, he can add the shield bonus from his empty hand class feature to one of his saving throws as a circumstance bonus (he can change the saving throw to which this bonus is applied as a swift action).

Brutal Trickster (Ex): At 8th level, whenever the conscript successfully uses a dirty trick or steal combat maneuver, the creature affected by it must make a successful Fortitude saving throw or be staggered for 1 round. At 16th level, the creature also loses their martial focus if they possess it.

Master Thief (Ex): At 20th level, whenever the conscript makes a successful steal or dirty trick attempt against a creature, the next time the conscript forces that creature to make a saving throw within 1 minute, they must roll twice and take the worse result.

Analytical Gaze (Ex): At 3rd level, whenever a conscript uses his scout ability, he does not take a -5 penalty on the Perception check, and his successful use of the scout ability reveals any additional information which would be gained by making a successful Knowledge check. In addition, the conscript gains a +1 dodge bonus to his AC and Reflex saves against any attacks or abilities from a creature he has successfully scouted.

Stealth Surge (Ex): From 8th level on, creatures the conscript has successfully scouted take a penalty on all Perception checks against him equal to 1/2 the conscript’s base attack bonus. In addition, the first time the conscript attacks a scouted creature while it is unaware of his presence due to his use of Stealth or a similar ability, the conscript automatically treats the base damage dice for his weapon as though they had rolled the maximum amount.

Hidden Death (Ex): When the conscript reaches 20th level, the first time he attacks a scouted creature while it is unaware of his presence due to his use of Stealth or a similar ability, the creature must succeed on a Fortitude save (DC 10 + 1/2 the conscript’s base attack bonus + the ability modifier used for the triggering attack roll) or die. Regardless of whether or not the save is made, the target is immune to further uses of this ability for 24 hours.

Shielded Adept (Ex): At 3rd level, a conscript may treat heavy and tower shields as light weapons, and decreases the armor check penalty of any shield he wields by 1. In addition, bucklers are treated as heavy shields when determining how much damage they deal.

Shield Striker (Ex): At 8th level, a conscript’s first use of active defense each round does not require him to expend an attack of opportunity, and he adds his shield bonus to his Reflex saves.

Shielded Defender (Ex): At 20th level, a conscript carrying a shield gains the benefits of heavy fortification, and the hardness of any shield he wields is increased by an amount equal to his practitioner modifier.

Precision Shots (Ex): At 3rd level, the conscript may use a move action to aim his weapon, gaining a competence bonus on damage rolls with his next ranged attack equal to 1/2 his base attack bonus (rounded down, minimum 1).

Uncanny Accuracy (Ex): At 8th level, whenever a conscript makes a successful attack while using the deadly shot ability, he treats any weapon damage dice roll of 1 or 2 as 3.

Perfect Aim (Ex): At 20th level, whenever a conscript makes a successful attack while using the deadly shot ability, all weapon damage dice added by this ability are maximized.

Masterful Machinery (Ex): From 8th level on, the conscript increases the number of crafted gadgets he can have prepared at any one time by his practitioner ability modifier.

Master Technician (Ex): At 20th level, the conscript may craft a gadget from the Tech sphere to be permanent. While unactivated, permanent devices gain charges at the rate of 1 per hour. The conscript may only have one permanent device at a time, if the conscript has already reached this limit and wishes to create a new permanent device, he must select one of his existing permanent devices to dismantle.

Enduring Trapper (Ex): At 20th level, a conscript’s traps do not break when activated, resetting after 1 round. Each time they are activated, they lose 5 rounds of their duration (if a trap’s duration would be measured in minutes, it instead loses 5 minutes each time it is activated), breaking when their duration would expire. Traps that contain expendable items such as alchemical items still expend the item upon usage, but may be pre-loaded with additional items, in which case a new one is loaded when the trap resets.

Born Leader: At 3rd level and every five levels thereafter, a conscript gains a teamwork feat he qualifies for as a bonus feat. The conscript may share these feats with any ally currently benefiting from one of his tactics or shouts, even if they would not normally qualify for it.

Triumphant Stand (Ex): Starting at 8th level, whenever a conscript would be dropped to 0 or fewer hit points by a melee or ranged weapon attack while he has a tactic active, any ally currently benefiting from the tactic may make an aid another check as an immediate action to add +2 to the conscript’s AC (to a maximum bonus of +10). If these bonuses would be enough to raise his AC above the attack roll for the triggering attack, the attack is instead treated as a miss and he takes no damage from it.

Concerted Finish (Ex): At 20th level, whenever a conscript confirms a critical hit against a creature, each ally currently benefiting from one of the conscript’s tactics or shouts may make a single attack against the target as an immediate action. This attack may be made with a melee or ranged weapon, but the ally must be threatening the creature to make a melee attack, or have a ranged weapon in hand and ready to fire in order to make a ranged attack.

Mobile Grappler (Ex): At 3rd level, whenever the conscript makes a successful grapple check to maintain a grapple, he may move himself and the grappled creature up to 5 ft. as a free action; this movement is in addition to the movement normally granted by using the move option available whenever he maintains a grapple. At 9th level and again at 15th level, he may move himself and that creature an additional 5 ft.

Bear Hug (Ex): At 8th level, whenever the conscript makes a successful grapple check to maintain a grapple, that creature must make a successful Fortitude save (DC 10 + 1/2 conscript level + conscript’s Strength or Dexterity modifier, whichever is higher) or become fatigued for 1 round and lose their martial focus if they possess it. At 15th level, they are instead exhausted for 1 round.

Fatal Clutch (Ex): At 20th level, whenever the conscript maintains a grapple against a creature, the grappled creature must make a Fortitude save (DC 10 + 1/2 conscript level + conscript’s Strength or Dexterity modifier, whichever is higher) or take damage equal to 1/4 of their maximum hit points (rounded down).